You were floating about 700 manpower for half the early game. Probably much of the reason you had trouble with Maxims. Maxim range is equal to MG-42 range if I'm not mistaken. Damage isn't bigger than the MG-42s I think, and their suppression can't really be tweaked down without making them ineffective against grens (because riflenade, basically). The P-IV topgun seemed to perform perfectly well for the small muni cost? Not really sure what your objection to it was based on that game?
Jesus that was some terrible Soviet play after the midgame. He should've won that game so many times.
If he lagged out at the point the replay ends it's definitely suspicious but there's nothing that can be done to confirm that conclusion. Send the replay and a screenshot of the drophack/lagging to Relic and they (say they) might act if he gets reported by several players.
i was floating 700 mp because i knew hed spam mgs and get a commander with 120 mm mortar to counter my mortars (it was apparent from looking at his commanders and bulletins ) and i didnt have enough to upgrade for an ht , besides that i am pretty sure that you saw that 2 mortars of mine were shooting at an area where there was a soviet mortar and an mg in the building in front and got killed without decrweing anyting of the 2 in addition to soviet mg penetrating the ht and the ht doing minimall damage unapgrated , yeah the mgs performed perfectly , unless when they had to decrew an atg then they were painfully slow . On mg range i think there is a problem when a sniper has same LOS as the mg . On the riflenade thingy i think that by the time grens get to throw the grenade , they have eaten at least 2 bursts of fire which should be enough to suppress but having to flee from the first burst of an mg you didnt know was even there and you couldnt possibly avoid due to LOS isnt fair at all
Anyway the key to winning such shitty games ar mortar hts , from now on i ll make sure i have the commander when i go in 1v1 |
Ok 1st the serious things . I think the soviet mg are ludicrous their range needs to be reduced not to mention they suppress with the first volley and have lots of damage which in maps like KF is so boring to play against . Straffing runs are also a bit too good esp since they hit units in camo . 3rd P4 top gunner needs a wee buff .
On the less serious note i think i have been drophacked and i d like to know if there is something that can be done to vallidate or invallidate that conclusion |
Bunkers have been in game since original. Why is it now all of sudden a major flaw? Learn how to counter them , they are not free.
You may not know it , but , in vcoh angoville there was a strat by a guy called m3allem (or sth like that ) which included a bunker in the cuttoff and if executed correctly was almost impossible to counter even in the top level play . Keep in mind that in vcoh engies building a bunker were easier to kill than flies and the bunker was constructed slower than in coh2 in which it can be built by grens which are a lot more available in the battlefield :/
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Some of you just dont know how to read or are just unwilling to engage it , its not an issue of l2p , i cant understant why you bother writing any crap without reading anything that has been written before . At least there are some others who actually took the time to read and have provided some good feedback .
The only good counter so far that has been suggested is guards i ll admit that i hadnt tried them before in that role , but that only serves to make soviet play even more 1-dimensional since its one of the few ways ( or the only one ) to use t1 safely .
As for those saying that an atg or mortar team is a counter to bunkers , it is only when the opponent is inexperienced enough to put the bunker in the cut off where its gonna be attacked by the full force of the soviet player and few people do that , when the bunker is placed on a fuel in the edge of the map and you send the atg to destroy it , your an idiot , because your asking for your atg + escort to be destroyed and your hardpoint to be attacked all in the same 2-3 minute time period before you can produce a new atg.
Penals are the counter due to their scatchel , too bad they are not good for anything else , if you make penals to counter bunkers then i pitty you . Even if you destroy the bunker you are already behind in the resource war .
engies , well first there is the point where you have to upgrade them with cutters because if your enemy builds the damn bunker he will build some wire unless he is playing for the first time and in the case where the mg is placed in a way you cant approach otherwise you will have to produce an m3 and following that either pay even more munitions to demo it or destroy it with flamers which takes a good amount of time too and geopardises your m3 , and at the current state of the soviet t1 is again pretty bad cause of all the waisted resources |
The way to fix penals imo is to give the flamethrower for free and give them an extra 5 hp / model
Also an upgrade where two svts or a dp lmg would be distributed to a cons squad after paying 40 munis at vet 1 would be a good way to make cons a bit more useful as far as combat is concerned without having any gamebreqaking effect. Furthermore it should disable the merge ability as compensation |
This thread is derailed beyond salvation |
That topic is extremely delicate since its just not right to release the commanders for free after some people have payed to play them and the way relic and sega are using the dlc commanders is soooo greedy , and i am really restraining myself otherwise i d use a lot worse descriptions , anyway to the point , think that in the future sthey should release half the commanders for free and half the others not , and as for now they should allow players who are 100 lvl pick one commander from the dlc for free
Jesus Christ Relic and Sega , your game isnt pay to win its pay and pay and pay and pay ... **** off already ... |
Bunkers are fine except with the call-in Ostruppen building them, which are just ridiculous in general. With grenadiers or even pios building them, it involves spending about the cost of a unit, guaranteeing no early LMG, using a lot of time on one of only a few early units. With the Ostruppen building them you don't need to use an important unit because you'll have about six of them, the manpower saving from t1 and the cheap troops will more or less equal the cost of the bunkers, locking down the fuel means the Ostruppen don't have to do anything they're bad at like fighting in the open to protect a point...
I don't think there's a problem with bunkers in general, just with Ostruppen being a ridiculously stupid unit as they're currently implemented and them synergising very well with lazy bunker lockdowns.
Guards and AT guns both get rid of bunkers fairly quickly.
i havent tried guards against them i ll admit that , but getting an atg to a fuel point away from the base is really risky since you are in the double danger of the atg singled out or if you detach more forces from your hardpoint you risk the danger of attracting an attack there
In short i think that bunkers are too much trouble for their price , and hinder the fluidity of the game
i am also under the impression that in coh1 the american mg placement was vulnerable to small arms fire , why not apply the same in coh2 ?
If your opponent has gone Tier 1 with the bunker like a good player not abusing flavour-of-the-month bullshit, cutting half a gren squad, an LMG and some wasted capping time on a gren or pio squad from the start should let you get enough map presence to cut off the fuel or bully them and lock down the other fuel until you get some guards or an AT gun out to knock the bunker down.
fact is that they are not all that expensive , they are basically worth the cost of 1 pio which isnt all that much
Although i will admit that they are very frustrting mainly in semois , which just adds to the map being an ugly campfest |
Agreed on all points apart fom maps , imo , semois is just a bad map for coh2 , and langreskaya winter is bad as well , i think that coh2 plays well on large and open maps such as moscow outskirts , which for me has provided only enjoyable games so far with both factions |
Both of youy missed my points , go back to the OP and read it again , you ll see why , the solutions your proposing arent as effective as you d think . Allthough planting a demo could be a solution if ofcourse there is noone around and approaching with an engies is possible . |